I do believe they must have been added by the "Neutral Building - Add unit type from market place" in order for this function to work. So best to just completely add the sold units to the shop via triggers.
Did you try just giving the creeps a move order? To my understanding, they auto-attack if they can't reach their target.
All you have to do then is reorder them to move to the point in question when they attack. (If you're using multiple waypoints, it's handy to use the units custom value to...
Let's say you have 20 PuntosArania and 5 PuntosTroll, the first "if,then, else" is false then. (since you don't have less then or equal to 14 PuntosArania) The trigger jumps to the else part of this bit then.
There it meets another "if, then, else".
Again, it doesn't meet the conditions...
Hmm, maybe use dummy researches? Like something named "Requires Brilliance Aura", add it as a requirement to the ability related to Brilliance Aura. And just set the research level for that player to 0 or 1 to disable / enable the ability.
There is a boolean condition that checks for various types of pathability.
(Environment - Terrain pathing is off)
To check if a certain point is not walkable, use this for example:
(Terrain pathing at Point of type Walkability is off) Equal to True
Basically, a certain type of...
Unit - YourUnit's life becomes Less than X
You can use the "Life" event to check when a unit's life becomes a certain value.
On making a unit immune to stuns, don't think this can be done with an ability. You'll have to trigger the stun parts of spells separately from the rest. (And then...
I honestly have no idea; don't think I've ever used local player at all. So, sorry, but can't help you.
Shouldn't matter. Do make sure your shop has the "Sell Items" ability.
Ah, there's an action under "Neutral Building" for this:
Neutral Building - Remove YourItemType from YourUnit
The problem with it is, that you can only remove items that have been added by the following trigger action:
Neutral Building - Add YourItemType to YourUnit with X in stock...
Ah, didn't know about that. Well, just use something like this then:
Creep Spawn
Events
Time - Creep_Timer expires
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions...
Use a For loop:
Creep Spawn
Events
Conditions
Actions
For each (Integer A) from 1 to Nb_Of_Spawns, do (Actions)
Loop - Actions
Unit - Create 1 Spawn for Player 1 (Red) at Spawn_Point facing Default building facing degrees...